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Superships in the Tech Tree

Captains!

Superships have gone through several different stages of testing. They participated in the Grand Battle in Update 0.10.5, Ranked Battles during the Fifth Season, Co-op Battles from Update 0.10.10, and Random Battles from Update 0.11.0. These tests allowed us to collect the necessary information and prepare for an important event. In Update 0.11.3, superships are being introduced into the Tech Tree on a permanent basis.

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Access to superships
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Superships are placed in the Tech Tree just after Tier X ships. However, their arrival means much more than just the continuation of their respective branches. Superships have mechanics that are entirely new for our game and make a noticeable qualitative jump from Tier X ships. For this reason, we've opened access to them only for players who have researched or own at least three Tier X ships. This means that any players helming a supership will already have a certain level of experience in the game. To purchase a specific supership, you must also research the Tier X ship of the corresponding branch. It's not necessary to research superships.

The cost of purchasing superships depends on their type:
  • Super battleships—57 million Credits.
  • Super carriers—48 million Credits.
  • Super cruisers—47.5 million Credits.
  • Super destroyers—45 million Credits.
    We would like to avoid an excessive increase in the popularity of battleships compared to other types, so their cost is significantly higher.

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Superships economy
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A very important aspect of adding superships to the Tech Tree is their battle economy—earnings per battle and service costs. Over the years of development, the in-game economy has accelerated significantly due to various bonuses and numerous economic signals. Earning Credits has become easier, even when playing the most expensive Tier X ships to service. This has significantly influenced their popularity.

In the case of superships, we decided to change our approach. This is done to curb their popularity in the matchmaker and give Tier X ships an economic advantage over superships.
  • Superships yield Credits at the level of Tier X ships.
  • The cost of servicing superships is 360,000 Credits.
  • Permanent camouflages for superships are purchased separately from the ships, just like for other researchable ships from the Tech Tree.
  • The permanent camouflage of superships does not reduce their service cost or increase their Credit earnings. However, it provides a larger XP bonus compared with permanent camouflages for Tier X ships.
  • Any permanent camouflages provided with rental superships on player accounts will be removed.
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What else you need to know
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  • Superships do not interact with the Research Bureau and will not be sold after you reset a branch.
  • Tier IX and X ships will enter battles with superships with restrictions similar to the limits on the number of ships of different tiers and on the number of bottom-tier battles in Tier VIII–X battles. Single-tier battles involving only superships are also possible.
  • Superships are classified as “researchable” ships in the game. This means that Commanders must complete their retraining when they are assigned to superships.
    In future updates, we plan to add a special building to the Naval Base. More details will be available on our website later.

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Superships
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Along with superships, new mechanics have been added to World of Warships:
  • Combat Instructions grant a temporary boost to the ships' characteristics in battle. You can activate the bonus by pressing the F key in the standard keyboard layout, but only after carrying out successful adjustment fire.
  • Alternative fire mode: A series of salvos where each turret automatically fires several shells with a short interval between salvos. After firing, the guns take a long time to reload. Depending on the ship, activating this mode can change the characteristics of guns or shells.
  • Tactical squadrons have a high maximum speed and are the main feature of super carriers. These aircraft can quickly cover substantial distances and carry out lightning-fast attacks against enemy ships. At the same time, they cannot slow down below their cruising speed, and their engine boost does not restore when they are airborne. Tactical squadrons consist of one attacking flight only, because they are best used as auxiliary weapons. Just like the squadrons of hybrid ships, they come with a ready timer that's triggered with the start of each battle, and they also require considerable preparation time.


Satsuma is a project based on X Yamato, and she continues the corresponding branch in the Tech Tree. She is armed with enhanced 510 mm main battery guns placed in four twin turrets. Combat Instructions reduce the maximum dispersion of her main battery shells by 35% and thus increase their accuracy.

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Hannover follows X Preussen in the Tech Tree. She's a version of the H-42 project equipped with 483 mm guns in four twin turrets. The secondary battery guns are replaced with 128 mm dual-purpose artillery. Combat Instructions increase the secondary battery firing range by 12% and reduce the secondary battery reload time by 20%.

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Condé follows X Henri IV in the Tech Tree. She's a large heavy cruiser armed with twelve 240 mm guns housed in quadruple turrets. The ship's air defenses comprise post-war dual-purpose guns and AA defense systems. Activating the alternative fire mode provides Condé with a temporary +25% bonus to HE shell penetration and reduces the maximum dispersion of her main battery shells by 40%. The interval between salvos is 1.5 s; the number of salvos in a series is 2; and the reload time is 50 s.

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Annapolis is the further development of the Des Moines-class heavy cruiser and continuation of this same ship in the Tech Tree. The key differences compared to her prototype are her larger dimensions and increased firepower, the latter of which was achieved by equipping the ship with an additional main battery turret. In the alternative fire mode, the interval between salvos is 1 s, the number of salvos in a series is 3, and the reload time is 40 s.
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Yamagiri continues the X Shimakaze branch. She's a fast destroyer equipped with dual-purpose main guns and powerful torpedo armament comprising three sextuple-tube torpedo launchers. Yamagiri's unique feature is her alternative torpedoes. In battle, you'll be able to use different types of torpedoes that differ in specific parameters—range, speed, and damage. Yamagiri also features an alternative fire mode where she fires three salvos at an interval of 1 s and with a reload time of 30 s.

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Zorkiy follows X Delny in the Tech Tree. She's a project for a high-speed armored destroyer leader armed with dual-purpose guns and AA weaponry designed in the U.S.S.R. in the early 1950s drawing on experience gained during wartime. The alternative fire mode gives the ship a +50% bonus to armor penetration of HE shells. The interval between salvos is 1 s, the number of salvos in a series is 4, and the reload time is 40 s.
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United States is the lead ship in a series of post-war aircraft carriers. She follows X Midway in the Tech Tree. The ship was laid down in 1949 but was never completed. She was recreated in the game as a fleet strike carrier with necessary alterations to the ship's layout design and equipment. In addition to standard squadrons, United States also has three tactical squadrons consisting of attack aircraft, torpedo bombers, and bombers. They are best suited for quick pinpoint attacks on single targets.
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Eagle was laid down as one of the Audacious-class ships. She follows the carrier of the same name in the Tech Tree. The carrier was completed to a substantially altered project, and she later underwent extensive modernization that allowed her to carry and operate the most advanced naval aircraft of the 1950s, including jet aircraft. Eagle is equipped with standard and tactical jet squadrons.
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